Hi, can i ask another dumb question?
regarding the render time. since i didnt saw flickering and other bugs can you tell us how many polygon do you have in the scene? are your settings of GI high, medium or else? and if you have time how can we optimize any scenes for better results in less render time in order to answer production deadline more easily. i really would like to have tips in that particular area, thx

Sure thing. The spheres are set to 10 segments but the “render perfect” checkbox is left on. This creates very few polygons, but still renders really smooth. As for lighting, I used the Softbox from my GSG Light Kit set to “Window”. I used Area Shadows with a very low accuracy since I knew that I would be adding so much DOF to cover it up. Hope that helps.

hey Nick! another question:
The DOF looks so nice! I do it just the same way but somehow, sometimes I get these “hard” edges, even on objects, that should be blurred. The object looks blurred on the inside, but not its “outline”, you know what I mean? Maybe you did a little compositing trick on the depth pass to make it look just perfectly right. If so, please let me know! 🙂

I was having the same problem today with a slightly different application of this and google led me to your GSG comments… I found the answer was to invert the DOF in the Frischluft settings 🙂 This allows the blur to ‘spill’ out.

believe it or not this render would take no time at all if it werent for reflections. Reflections and HDRI lighting are what always slow render times. Try decresing your reflection percentages and you’ll notice a difference in render speeds.

I got shown how to do some cool stuff with thinking particles with modynamic cloners referencing particle groups this week. Can get some really cool transforming popcorn stuff going on. If I had a mic and didn’t have a super boring voice I’d consider doing a tut for the first time but no time. Pretty cool how you can integrate Mograph with other modules seamlessly though!

This reminds of the last GSG live casts where people asked for a render tutorial. It would be cool if you could do a render and also Depth of Field tutorial! That would be dope stuff sir!
See you wednesday! I am EXCITED buddy!
Cheers,

My particle source for the emitter is a cloner object when i try this, and the render is just not matching up with the preview. there are a lot of “marbles” in the preview, and i’m happy with it, but there are not NEARLY as many showing up in the render?? I tried baking the particles, but it still didn’t help!